﻿using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using BearUtil;
using BearUtil.Hidden;
using UnityEngine;
using Node = XNode.Node;

public class DialogData
{
	[Description("顺序")] public int id;
	[Description("类型")] public int type;
	[Description("是否属于存档点")] public int back_step;
	[Description("子节点")] public int[][] child_node;
	[Description("角色名称")] public int role_id;
	[Description("角色名称")] public string role_name;
	[Description("立绘资源")] public string[] icon_portrait;
	[Description("角色位置")] public int portrait_direction;
	[Description("文本 key")] public string lines;
	[Description("台词显示在场景")] public bool is_show_scene;
	[Description("气泡样式")] public int lines_bubble;
	[Description("文本速度")] public int lines_speed;
	[Description("场景气泡")] public int scene_bubble;
	[Description("文本选择 key")] public string[] choose_text;
	[Description("展示图片")] public string[] icon_pic;
	[Description("角色id")] public int role_id_move;
	[Description("终点位置X")] public float role_move_pos_x;
	[Description("终点位置Y")] public float role_move_pos_y;
	[Description("镜头是否跟随")] public bool camera_follow;
	[Description("朝向")] public int item_direction;
	[Description("音频名称")] public string voice;
	[Description("延迟时间_单位毫秒")] public int delay_time;
	[Description("形容词")] public int ceshi;
	[Description("全黑持续时间毫秒")] public int duration;
	[Description("类型选择")] public int transition_type;
	[Description("镜头速度")] public int camera_speed;
	[Description("终点位置X")] public float camera_move_pos_x;
	[Description("终点位置Y")] public float camera_move_pos_y;
	[Description("镜头深度")] public float camera_depth;
	[Description("震屏动画名")] public string shake_anime_name;
	[Description("物品ID")] public int map_item_id;
	[Description("生成位置X")] public float create_item_pos_x;
	[Description("生成位置Y")] public float create_item_pos_y;
	[Description("入场效果")] public string generate_anime;
	[Description("指定OBJID")] public int obj_id;
	[Description("销毁动画")] public string destroy_anime;
	[Description("聚焦位置X，屏幕坐标")] public float focus_pos_x;
	[Description("聚焦位置Y，屏幕坐标")] public float focus_pos_y;
	[Description("聚焦的最小半径")] public float focus_radius;
	[Description("itemid#获得的数量")] public int[] item_1;
	[Description("itemid#获得的数量")] public int[] item_2;
	[Description("itemid#获得的数量")] public int[] item_3;
	[Description("是否循环")] public bool animation_is_loop;
	[Description("动画参数")] public string[] animation_param;
	[Description("在哪个节点完成时结束")] public int[] animation_end_node;
	[Description("要打开的动画列表")] public string[] anime_list;
	[Description("动画是否循环播放")] public int[] is_loop;
	[Description("1:可以操作 0：不可以操作")] public int sub_type;
	[Description("产物的id与数量")] public int[] product_id;
	[Description("原材料1id与数量")] public int[] material_id_1;
	[Description("原材料2id与数量")] public int[] material_id_2;
	[Description("mini_game表中的id")] public int mini_game_id;
	[Description("特效名称")] public string effect_id;
	[Description("是否循环")] public bool effect_is_loop;
	[Description("播放位置x")] public float effect_pos_x;
	[Description("播放位置y")] public float effect_pos_y;
	[Description("在哪个节点完成时结束")] public int[] effect_end_node;
	[Description("表情样式")] public int expression_type;
	[Description("spin动画资源名")] public string illustration_name;
	[Description("spine动画名")] public string anime_name;
}
